Playable Races

Cochotl (co-cot-al)

Nickname:  the Stormbringers
Ancestral Affinity:  Air
Ancestral Land:  Tecuanitzl
Average Lifespan:  300 - 350 years

Fayren (fay-ren)

Nickname:  the Dreamwalkers
Ancestral Affinity:  Dream
Ancestral Land:  Rhukichii (nomadic)
Average Lifespan:  700-750 years

Human (yoo-muhn)

Nickname:  the Firebloods
Ancestral Affinity:  Fire
Ancestral Land:  Ejheria
Average Lifespan:  100-150 years

Kaliska (ka-lisk-ka)

Nickname:  the Lightbearers
Ancestral Affinity:  Light
Ancestral Land:  Amari’z
Average Lifespan:  75-100 years

Miu (me-you)

Nickname:  the Shadowcats
Ancestral Affinity:  Shadow
Ancestral Land:  Ejheria
Average Lifespan:  100-150 years

Ragna’ar (rag-nar)

Nickname:  the Ogres
Ancestral Affinity:  Earth
Ancestral Land:  Vikaa’ra
Average Lifespan:  450 - 500 years

Syrene (s-eye-reen)

Nickname:  the Wave Runners
Ancestral Affinity:  Water
Ancestral Land:  Maerisius
Average Lifespan:  500 - 550 years

Ticker (tik-ur)

Nickname:  the Machines
Ancestral Affinity:  Dream
Ancestral Land:  None
Average Lifespan:  Unknown

A note about the Playable Races

Each race has its own benefits and limitations, as well as appearance-related requirements. All appearance/makeup choices are subject to Plot approval. If we feel that your makeup, etc is not easily distinguishable at a distance, we reserve the right to ask you to make minor changes or alterations, such as darkening makeup, adding more glitter, etc, to make each race stand out visibly at a glance or in darkened conditions.

The Ancestral Land and Ancestral Affinity notations are historical references to the origins and mythos of each race and relate to their traditions, beliefs, folklore, etc. These should, in no way, limit you in how you build or play your character.

Each calling has stereotypes listed as a reference. You are not required to choose a Calling, but doing so may gain you additional insight or Advantages, as you will see below. Some, like the Fayren, Syrene, Ragna’ar, and Human, are more esoteric, and are not appearance-based, but rather talent-based. They are governed by what you are good at, and certain Guilds seek out people following these particular callings to enhance their membership ranks. Some callings are learned, while others are inherent from birth, and may have been placed upon you as a result of a particular gift or Advantage. Others, like the Miu, Cochotl, and Kaliska, are simply racial stereotypes that have come to be assumed because the vast majority of these callings are made up of the listed subspecies.

You do not have to choose the calling that fits your appearance, these are merely suggestions and examples. Do not, however, be surprised if you are often mistaken for a member or follower of the wrong calling. These merely represent what are considered to be the normal, expected paths for said individuals. For example, most tigers are Warriors, and most lions are Leaders, but there are also Wise tigers and lioness Scouts. Such things are not unheard of, but they are, by no means, commonplace.

On a final note, regarding the subject of half breeds. While such things are not commonly spoken about in civilized company, they do, on occasion, come to pass. Some cultures and races are more accepting than others, however inter-racial breeding is commonly frowned upon by the general populous. It is considered to be an unnecessary burden upon child and parents alike, but nowhere is it expressly forbidden by law. It is also very risky, particularly to the mother, as the chance for complications during pregnancy and childbirth is much higher in half breeds than it is in full bloods. Most other races find the Cochotl and Syrene manner of hatched birthing disturbing, and find the Miu and Kaliska likelihood of having a litter undesirable, which precludes most couplings before they become an issue.

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Humans, Fayren, and Ragna’ar give birth to live young in the traditional manner. Kaliska and Miu, likewise, give birth to live young, but their chance for a litter (twins, triplets, etc) is much higher, leading to larger extended families than most other races experience. The Cochotl give birth to a soft-shelled egg instead of to live young. Once it is ritualistically placed in the prepared nest, the egg’s shell hardens as it is exposed to the air currents, and within an hour of birth, the flightless chick hatches as a normal bird would. The Syrene are, perhaps, the most complicated race, reproductively speaking. Like the Cochotl, the Syrene give birth to a soft-shelled egg as well. Syrene eggs, however, must be birthed underwater, in a pure and unpolluted water source, or the egg will not survive to birth. The mother must be completely submerged, with the ability to breathe the clean water into herself to equalize her internal pressure and pass the egg. Once birthed, the egg must remain in the water for an hour, during which time it hardens into an iridescent shell resembling abalone. Once the hatchling emerges, pieces of the shell are collected for future use, and the child is brought onto land for the first time, where the natural instinct to breath air takes over at last.

Most inter-racial couples simply choose to be together without having children, and take extreme measures to prevent such complications to their lives. Those who choose to reproduce are generally regarded skeptically, and should anticipate a life of hardship and avoidance. Of all the races, only the Fayren breed true. No one has, as yet, discerned the reason for this, but regardless of what race a Fayren breeds with, the child always emerges as pure-blooded Fayren. Other mixed race children will always inherit at least one racial trait from each parent.

Half-Humans will always have an easier time blending in than other half breeds, as Humans leave no distinctive trait to mix. Half-Human children merely inherit one racial trait from their non-Human parent. If a half breed mates with a pure blood, their child will always breed true to the pure blood parent’s race. There is no instance in recorded history or Guild Lore that indicates what would happen if two half breeds bred. Such a thing would most likely be covered up, but members of the Physicians’ Guild theorize that two half-bloods of a common race would breed back to a whole-race child, whereas two half-bloods of four different races would likely prove sterile.

In terms of game mechanics, if you choose to play a half breed you should choose at least one racial trait from both parents’ races. If one parent is Human, you should choose only one trait from the non-Human parent’s race. Your racial advantage and disadvantage will be determined by Plot via the flip of a coin. You may request to be present for the coin flip if you wish, or may submit your preference of heads or tails along with your character history. We will let you know which ones you have inherited when we send you the notice that your character is approved. You may, however, choose a calling from either parent’s race. If you play a half Syrene you will always receive the Birthing Shell disadvantage.

Half Breeds

Humans, Fayren, and Ragna’ar give birth to live young in the traditional manner. Kaliska and Miu, likewise, give birth to live young, but their chance for a litter (twins, triplets, etc) is much higher, leading to larger extended families than most other races experience. The Cochotl give birth to a soft-shelled egg instead of to live young. Once it is ritualistically placed in the prepared nest, the egg’s shell hardens as it is exposed to the air currents, and within an hour of birth, the flightless chick hatches as a normal bird would. The Syrene are, perhaps, the most complicated race, reproductively speaking. Like the Cochotl, the Syrene give birth to a soft-shelled egg as well. Syrene eggs, however, must be birthed underwater, in a pure and unpolluted water source, or the egg will not survive to birth. The mother must be completely submerged, with the ability to breathe the clean water into herself to equalize her internal pressure and pass the egg. Once birthed, the egg must remain in the water for an hour, during which time it hardens into an iridescent shell resembling abalone. Once the hatchling emerges, pieces of the shell are collected for future use, and the child is brought onto land for the first time, where the natural instinct to breath air takes over at last.

Most inter-racial couples simply choose to be together without having children, and take extreme measures to prevent such complications to their lives. In most cultures within Othonia, it is greatly looked down upon to mate outside one's own race.  Those who choose to reproduce are generally regarded skeptically, and should anticipate a life of ongoing hardship and avoidance. Of all the races, only the Fayren breed true. No one has, as yet, discerned the reason for this, but regardless of what race a Fayren breeds with, the child always emerges as pure-blooded Fayren. Other mixed race children will always inherit at least one racial trait from each parent.

Half-Humans will always have an easier time blending in than other half breeds, as Humans leave no distinctive trait to mix. Half-Human children merely inherit one racial trait from their non-Human parent. If a half breed mates with a pure blood, their child will always breed true to the pure blood parent’s race. There is no instance in recorded history or Guild Lore that indicates what would happen if two half breeds bred. Such a thing would most likely be covered up, but members of the Physicians’ Guild theorize that two half-bloods of a common race would breed back to a whole-race child, whereas two half-bloods of four different races would likely prove sterile.

In terms of game mechanics, if you choose to play a half breed you should choose at least one racial trait from both parents’ races. If one parent is Human, you should choose only one trait from the non-Human parent’s race. Your racial advantage and disadvantage will be determined by Plot via the flip of a coin. You may request to be present for the coin flip if you wish, or may submit your preference of heads or tails along with your character history. We will let you know which ones you have inherited when we send you the notice that your character is approved. You may, however, choose a calling from either parent’s race. If you play a half Syrene you will always receive the Birthing Shell disadvantage.